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Alienkiller

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Everything posted by Alienkiller

  1. No I mean the direct counterpart to Xenonauts / Xenonauts 2 from Chaos Concept, which bases too on the origianal X-Com-Series, but integrate some cool Things from TV-Series of that Gerne too and come direct in 3D. It should be well known to the Gamers-World about the Fact that 2006 that small Company (Chaos Concpet) hit the Game-Landscape from the Secret like a Bomb, after the UFO-After-Series with the real-Time-Fights come to a Flop and the new XCOM-Series were still in the Game-Sausage-Pot. The UFO ET-Row is to Xenonauts 2 the only direct comperative value. Here & There it have big differences (f. e. Storyline), but in the common Features they are similar. I play both Game-Rows so an direct comparison can be done. The Airfight f. e. is in the UFO ET-Row directly on the Geoscape (without an extra Window or Screen like in Xenonauts 2), which means that Part is directly linked to the Geoscape. Personaly I hoped there too, that an other Fight-System like in the old X-Com you mention would be integrated, but that didn´t happen. In Xenonauts 2 you have that extra Screen for the Airfight, which I like. If you have Steam I suggest you look at the Shopsite for UFO ET: Platinum (the big UFO 1 ET-Refit) and whatch the Vid, where the Airfight get shown too. Both Concepts have Strengh and Weaknesses, so we testet out some new Ideas of other Airfight-Concepts. Including Turn-Based-Variants in the Beta-Test-Years until we had to made an Decission. Sadly none of the new Airfight-Concepts could convince the Crowfounders / Beta-Testers / Devs and asked Community. Esp. the turn based Variants all get unaniumous rejected about the Reasons they play like an boring Chess-Game. And an similar System like used and involed in new XCOM EU / EW we haven´t discussed about very good reasons. The remaining 2 Concepts were to use and rework the old X1 Airfight-System or make an complete Geoscape-Fighting-System like the UFO ET-Row is using. The Decission were to use an working Airfight-System with many Reworks to get the Game playable and moving forward with the other big jobsite-Parts. Without that Out-Testing of new Airforce-Battles we could be much farer in other Parts (Xenopedia / Geoscape / Bases / other Airforce-Parts etc. in Reworks, Refits, Upgrades and new Features / Contents). You see, we had such an Idea already and tested it out. But it´s not integrateable without destroying Xenonauts 2 or in not worst Case make Xenonauts 2 boring in that Part linked Parts to the Airfight. What the Aircraft-Upgrades belongs, they are an must have. If you use Laser-Lances, so be warned. They are good weapons, but the fire-rate is low. It´s similar to the UFOs-Fire-Rate. The Advantage are Long-Range, very good Hit and Durability as well as enough Ammo to fight several Enemys.
  2. Yeah Paulo Brito, that what I mean. The Squad is maximum 3 Planes, but you have the Oportunity to send 1, 2 or all 3 you can select.
  3. A lot, about the fact, that we Founders and the Developers created their own Soldiers (Copyright-Safety) and wanna be asked first, before someone is making an 08/15-Scrap-Change to them, if that Soldiers aren´t hardcoded implemented. If not we get very angry and that nobody whish.
  4. MartinSGill, yeah the Aircombat is atm not that we all wanna have. So we tested out several Alternatives for it. Sadly no one of the Alternatives in the Beta-Years weren´t an Option for the existing concept. The only Alternative-Concept would be to use that of UFO ET directly on the World Map, but that would be then 08/15 Copy & Paste. If you have an better Concept for the Airfight, without destroying the choisable single, double or squad-Fights, then we have an fully Ear (Main-Beta-Testers, Devs and Publisher).
  5. The Difficulty is very easy. You have the 4 Standard-Difficultys or can customise it manually. If that nobody of the young Generation can´t do anymore, then the World is in the next 50 Years completly lost.
  6. Very bad Idea. Better use the Brain and make seperate Movements instead let all your Soldiers run directly in Crossfire.
  7. @cman1983 The first Alien-Base will show up after you done the Data-Collection and better sweep out the 2 or 3 smaller Outposts first. After that you can beat your direct Rival on Earth. Then you can more conenctrate on the Alien-Invasion. What the Endgame belongs, that won´t show up. You can play about 70 / 70% of Xenonauts 2. That the Devs / Publisher and Beta-Testers have decided. We could have don it like big Companys (an unplayable Game) or decide for the Safety-Variant (Beginn- and Midgame-Playablility). We decided for the 2nd Option.
  8. The Devs announced Extra Missions, like you announce (and some of them we have already in the beginning-Phase / Midgame-Phase), but didn´t have time to implement more of them. There are a lot of bigger Jobsites to close (Xeonopedia, Translations, End-Game-Phase etc.) before they can think of that.
  9. The Player can decide what he / she wanna use. But Accelerated Weapons are only a Stopgap with some small Reworks to Standard-Weapons, that you all have to remember. Lasers and Upgraded Lasers have like the Comrade said longer Range, better Accuracy, are lighter and give the first big Upgrade-Abilitys to Support-Vehicles / Fighter-Crafts, Defenses and your Troops. The Stopgap-Upgrade from your Standard-Weapons (Accelerated) is not bad for the Beginning and makes your existing Fighter-Cannons as well as Infantry Weapons a little bit more Dangerus. The big but is, that you can´t use better Armours (after the first Amour-Upgrade) then about the heavy Weight of the Ammo and Weapons itself. So my best Experiance is to make an Mix from Accelerated and Laser-Weaponary / Upgraded Laser-Weaponary for the Infantry-Units, belongs how good you wanna save your experianced Soldiers with Protection. If you wanna everytime low experianced Solders as Reserve then use only Accelerated, if you wanna safe your experianced Soldiers, which are near to the Frontline (Heavy / Rifle f. e.) later on use better Armour and Lasers instead. But like said, the Player have the Choise in that. I can only give the Experiance of several Years from Beta-Testing. If there will come Reworks / Upgrades / Changes to the Standard- / Accelerated- and Gauss-Weapons with Ammo and similar, then evtl. an new Testing between the both Weapon-Types have to be done. But like it´s look now, you have to decide between light Armour and Accelerated Weapons or better Armour and Laser-Weapons to hold your Soldiers alive.
  10. That won´t be possible about the Copyright from the Crowfounders / Betatesters and Developers, which created the Soldiers as a Portrait from them. And that´s Fact. If you wan´t an Soldier for yourself you can do it later on. All others ingame are Copyright-Secured and Hardcoded.
  11. Nope Laser-Weapons aren´t useles. They seem so for someone which is new to Xenonauts 2. But they have their big Advantages against Accelerated Weapons. If you read the differences correctly and test them out, you will see it. The Disadvantage of the normal Laser-Weapons are their low amount of Ammo against Standard-Weapons / Upgraded Standard Weapons. There I give you right, but the big Advantatges against Standard-Weapons are unbeatable, esp. in the End-Beginning-Phase and Mid-Gamephase as well as for Reserve-Xenonauts with bad Shooting-Skills or similar later on. And with the Laser-Upgrade you get a very big Surprisse.
  12. Very good that the Community bring in that Discussion again. We Beta-Testers had similar thougths too since we could test this Upgarde-Feature for normal Human-Weapons the first time. I give you right, that the Alien-Weapons have an better Acceleration and the Ammo have an bigger Destruction to that of the Human Equivalent. But like the Description says, we can´t use them about an special Security-System which can´t be avoided. You only have the Chance to dismantle that Weapons for Ressources or to sell them for money, but therfore make an usage of the Ammo instead to upgrade your Standard-Ammunition.
  13. You need all what comes earlyer or later. That can be told without carrying things to far from the experiances of the Beta-Tests.
  14. As Founder and Main-Beta-Tester from the first Day on the last Years we know what the Game can get in and what not. And 3x3 Vehicles aren´t possible without destroying Xenonuats 2 completly. Why the Aliens use Robots and 1x1 Drones in differnt Sizes? Not for fun. If you read the Monthly Dev-Dirays, Suggestions from the last Years and Ingame-Archives correctly, you all would know it too. The Devs explained it too several times, that it´s not possible about differnt important Programming- / Graphic Reprenstation-Reasons to make an Up-to-Date-Game of that Gerne. The same Reasons of Limitations the Modders will have too. Therefore the Modders will have other possibilitys to Refresh the Xenonauts 2-Basegame, like they did with the Predecessor Xenonauts 1.
  15. Yep, good Eye. It´s not an Bug, it´s an Feature for the Early-Access. To explain it would take long. Short said we Main-Beta-Testers and the Devs had the Option to bring an unfished End-Game-Part or the already playable Beginn- and Midgame-Part of the Game to the Public for the Early-Access-Start, about the Fact, that the Publisher give an fix Early-Access-Date for the Public. So we had to decide either to bring an not ballanced End-Game or to concentrate on the the already playable Parts. Short said: We decided for the second Option (gapfilling, ballancing, remaining Bugfixing etc.) from the already playable 70 to 75% Game-Parts [Beginning and Midgame].
  16. The Tech-Tree have still a lot of Gaps with Texts, Pictures, Informations incl. Translations. So it makes no Sense to make an Documentation of it yet. Evtl. in 1 Year or 1,5 Years, when it´s completly finshed.
  17. Yeah, it get discussed in the Beta-Tests several times already and Good thanks still discussed in the Early-Access. In the beginning Beta-Stage there were cool Upgrades for the Fighters we Beta-Testers could test out, but sadly the cool Upgrades get canceld for unknown reasons. We have a lot of Ideas to Upgrade, Rework and Refit the Planes and Transports to hold them Up-to-Date. With that the Devs could overrun the Upgrade-System from the UFO-ET-Series and Phoenix Point like they do with the MARS-Modular-Upgrades / Soldier-Modular-Upgrades already. But sadly that isn´t implemented or reintegrated yet in Xenonauts 2 for Fighters / Transports.
  18. There were an Game-Row of that Gerne called UFO-After-Series (UFO Aftermath, UFO Aftershock, UFO Afterlight), which tested that out again during the 2k-Time. Later the JA 2: Back in Action-Rework did the same and the new XCOM-Row with the tactical Shooter Burea. The outcome: The Groundfights in that Gernes are not good with Real-Time and the step back to Round-Times gives more and better possibilitys. That´s why the new XCOM-Row (XCOM: EU / EW, complete XCOM 2 incl. DLCs and XCOM: Chimera Squad), Phoenix Point (the original old X-Com-Makers), JA 3 and similar Games uses the Round-Base in Combats again, combined with the Real-Time on the Geoscape.
  19. About the Reason that the small Support-Vehicles are no Transportation-Horses. The same you see from the Aliens from their Support-Drones. An Alternative is to bring in an Package-Slot in the Transport-Ship, but therefore the Soldier-Limitation have to be reduced again. Instead 8 / 9 you can then transport 5 / 6 incl. an Support-Vehicle in that Numbers like in the Game-Archives mention. That Package-Slot for the Transport-Ship is already discussed and the Option with more Soldiers / Vehicles or an Package-Slot in the Transport gives the Game more Pepper. Sadly we couldn´t test that out in the Betas, so the Early-Acess-Players / Full-Players have to test it out then.
  20. The MARS have an great Upgrade-Gear with more R & D already. Played the stablest Betas and could test it out. But yeah, more modular Components and Rework-possibilitys would be great, there I agree. There get done a lot of Discussions in the Beta-Phase already (and we could make an MARS-Refit later on to let him fly instead using Tracks). If you and others have good Ideas to make the Mars cooler, then come with Ideas. But not with impossible Ideas like in an other Thread for Support-Vehicles already mentioned about the hardcoded Field-Limitation (1x1) to bring it in instead an Soldier.
  21. The Suppport-Vehicles are not changeable in their Size. If you would read the Informations from the Archives correctly, you would know why that is so. But the most Gamers are to stupid to read that and then make demands, which destroys the Game completly. But what you can do later on are more Variants-Upgrades / Variants-Reworks / Variants-Refits (like Drones, more Surviveabilitys, Weapons or similar). In the new older X-COM-Series, the 2 Years old UFO 2 ET and the Upcomming UFO 1 ET-Refit such Variants-Upgrades / Variants-Reworks / Variants-Refits are integrated already or will come. The same is here. You have your Ground-Variant (the MARS-Support-Vehicle) and can make different Versions. But 3x3 or similar big Vehicles you won´t get in the Game for the Reasons you can read in the Ingame-Archives (Hardcoded). Such fast and small Transports can´t transport support-Vehicles which weight 8 or more Tons (like the Vehicles in X1, which were completely unrealistic for the Transport-Vehicles Xenonauts have). Don´t dream from the 1990s or old 2ks anymore, where more advanced modular-Vehicles, Planes, Ships etc. were impossible in such Games. X 1 was an Protoytype from Goldhawk and the Devs said official too, it´s not good (the unrealism with the Support-Vehicles played an big role too with many other Parts). That´s why the Game have to make an complete replacement in that and all other bad Parts incl. the best modern Modular-Buildups and Realism we (Devs, Beta-Test-Founders, Publisher with the Translators) can make. The Transport-Planes you have and get can´t transport an 15 or more ton Support-Vehicle. Like said, read the Infos you get correctly and use the Brain. Exactly that get done for UFO 2 ET too to make the "Raven-Support-Vehicle" there more modular and interessting. The MARS / ARES with the already integrated Standard-Modularisation overrun the UFO 2 ET-Raven in that Part 10.000%. Short said: First read correctly the Infos and Ingame-Archive, then use the Brain and make an concept to use the Modular-System you have to advance the MARS (later in the Game additional ARES)-Support Vehicles.
  22. Eversor, the Time-Unit-Airfight in different Versions get tested from beginning on and was completly rejected from the Community and us Beta-Testers. Similar to the new Base-System, where the Beta-Testers and Developers haven´t found an 100% working Alternative for the Systems for both. Furthermore the Communty outvoted the new Base-System to an older correctly working one. The other Suggestions about the Refit / Rework for the Airforce, Airbattles and what belongs to that: - Pilot Skills: Yeah, that get already discussed in the Betas and we Beta-Testers as well as the Community wanna have that Feature, so the Devs have to bring that in - Decoy Systems: Sounds interessting. We had some Decoys like Outposts in earlyer Beta-Versions, which get attacked very often from the Aliens; evtl. such Outposts come back and more of such Decoys come in (Civilian Planes, Military Planes etc.) as well as more Aircraft Gear for your Airforce will come back - Ramdom Damage Effects: Yeah, that get already discussed in the Betas and from the Community; we will see what can be done from the Devs in that Part - other Effects you mention: for normal Forces and Civilians it´s integrated on the World Map, for Airfights that´s not doable in such Games (all Developers of that Gerne have Problems with that, otherwise UFO 1 ET Gold / UNI-Mod, UFO 2 ET: Battle for Mercury and the upcomming Refit UFO 1 ET: Platinum as well well as Phoenix Point and Xenonauts 2 or Stellaris with the latest Upgrades / Star Trek Mod would have it already integrated); short said: it´s impossible to integrate, only as Events or similar! - Up to 10 Fighters: as single Squadron impossible, but you can evtl. make 3 Squadrons (help from the Country you fight), where you control yours and the AI the enemy and 2 Country Squadrons. 3 Squads are possible, we tested that out with the Outpost-Variant, where 1 Country Squad help your Fighter-Squad to fight the Aliens. That Idea get discussed and evtl. will come in again in an more upgraded Variant. - last Effects you Mention: Yeah, that Idea we have too and the Devs wanna bring more in (Clouds, High-Effects and similar) in an Refit from the existing Airfight. What is doable we will see when they present it. Short said: Not all Ideas are doable like we Beta-Testers, Early Access-Testers, later Standard-Gamers and the Devs whish and have in mind.
  23. The Difference is easy: Lasers are lighter, have better Accuracy, an similar or little bit more Damage-Output like Accelerated-Weapons and get with an later Upgrade some more cool Advancements. As well as they can be equiped to Private-Soldiers, which get new to the Job. Therefore this first Energy-Weapon need some more Materials then the Accelerated-Upgrades to Standard-Weapons and have reduced Ammo for the Clips, until the Laser-Weapon-Upgrade get done. Accelerated-Upgrade-Weapons from the Standard-Beginning-Weapons are heavyer, have an normal Accuracy, Recoils which reduces the Accuracy with to much Automatic-Fire, heavy Ammo-Clips, don´t have differnt Ammo-Variants and aren´t upgradeable / refitable to the next Version incl. the Ammo. Therefore they penetrate and destroy Protection-Vests / Protection-Suits Step by Step with good hits and only need one Alien-Material for the Upgrade / Buildup. The Advantages and Disadvantages are well-adjusted. In that Case it belongs to the Player to make an Mix of Both or using only one of them until the Gauss-Weapons show up. That Decission is one of the many you have in the Game and make the Difference between Life and Death to the Soldiers. As an Beta-Tester from the first Hour I can say, both Weapon-Types are good and we all have tested them in several Situations. But what we can´t do is to make an Decission for the Player, which is playing the Game earlyer or later.
  24. Normaly yes, if there are no different Infos in the Game-Informations in the Shop.
  25. Nice Name for an Town. Let´s hope that the 90% of Normal Gamers don´t need an Translation-Book to find out what Town it is.
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